Revision 51a3cbab
Added by Leszek Koltunski about 6 years ago
src/main/res/raw/main_fragment_shader.glsl | ||
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73 | 73 |
} |
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#endif |
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if( color.a < 1.0 ) ssbocount[u_currentIndex]++; |
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if( color.a < 1.0 && color.a > 0.0 ) ssbocount[u_currentIndex]++;
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77 | 77 |
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FRAG_COLOR = vec4(color.rgb * (1.0 + 7.0*v_Normal.z) * 0.125, color.a); |
79 | 79 |
} |
Also available in: Unified diff
SSBO: handle the fact that we might run out of space in our SSBO if we keep creating new Surfaces.